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Author Topic: Animating in Maya with Control Rigs, Baking, and Exporting into Brawlbox  (Read 37531 times)
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Eternal Yoshi
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    « Reply #30 on: December 22, 2013, 07:16:57 AM »


    That's a very strange issue that I have never encountered while working on Simon...

    I'm not exactly sure what to do in this situation other than maybe bring up a scene with the animation unbaked and try baking again.
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    KingJigglypuff
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    « Reply #31 on: January 16, 2014, 09:57:51 AM »


    I'll be setting this thread to Sticky now. I should have done this earlier.

    Since this thread is Stickied, Necroposting is allowed. So don't be afraid to post something is this thread is dead.
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    Eternal Yoshi
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    « Reply #32 on: January 17, 2014, 04:29:32 PM »


    Thanks.

    Word on the street has it that the dkAnim script allows you to import .anim files that Brawlbox outputs.......................
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    « Reply #33 on: January 17, 2014, 04:31:30 PM »


    Word on the street has it that the dkAnim script allows you to import .anim files that Brawlbox outputs.......................
    Woah.

    So does that mean importing Animations to give them the Maya Touch could be possible?
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    Eternal Yoshi
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    « Reply #34 on: January 17, 2014, 05:18:15 PM »


    Actually it means you may be able to import wait and fall animations which will be important for making new animations for characters that have existing falls and wait animations, allowing for your new stuff to have seamless transitions.
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    Gamma Ridley
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    « Reply #35 on: January 27, 2014, 04:36:28 PM »


    Question about bone pinning: how does it... work.

    Like, I know how to turn it on and such, but I can't get it seem to work for hands. It does work sometimes, though, so I'm guessing there's a certain threshold of bending and when it's exceeded, the pinned bone follows anyway....? Either way, what's the proper procedure for pinning?

    Edit:

    JK

    Turns out you have to make sure Full Body is selected rather than Body Part when you pin it.

    Like so:


    Thanks a lot Maya Online Help for not specifying. GG
    « Last Edit: January 27, 2014, 04:55:21 PM by Gravity » Logged


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    « Reply #36 on: February 08, 2014, 08:54:11 AM »


    <a href="http://youtu.be/BNCH5bjS5i8" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/BNCH5bjS5i8</a>
    « Last Edit: February 08, 2014, 08:57:47 AM by Eternal Yoshi » Logged


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    « Reply #37 on: February 08, 2014, 12:53:50 PM »


    woah wait is that importing The existing Brawlbox animations? :O
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    Eternal Yoshi
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    « Reply #38 on: February 08, 2014, 02:57:04 PM »


    Why yes it is. Let's see where it goes.
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    « Reply #39 on: February 08, 2014, 03:14:58 PM »


    AWESOME! Would by chance be updating the tutorial with a dinky little part describing how to do this for people who don't know what dkAnim is? i've found it..but some people may not know how to google things lol

    EDIT: also, must this be used with maya 2014? or is it compatable with 2013?
    « Last Edit: February 08, 2014, 03:16:34 PM by sammi-huskyEX » Logged

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    « Reply #40 on: February 08, 2014, 04:26:02 PM »


    This isn't done by dkAnim, but something else.

    Let's say that this is still in a testing phase ATM. I'll let you know when things proceed.
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    « Reply #41 on: February 08, 2014, 07:15:07 PM »


    ahh i see. mkay then, sounds great
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    « Reply #42 on: April 28, 2014, 11:22:09 AM »


    As has been suggested by EY and KJP, I'll start animating in Maya.

    It took forever to find out that S was to make keyframes and such.

    What I'm curious to know is that are the feet bones set to be pinned to the ground at the start?

    I don't even know if Pinned is the right word, but that's the only word that's coming to mind at the moment.

    Great tut, EY. Between your ExtGFX tut and this one, you've been able to get me through in one piece Tongue

    Post Merge: April 27, 2014, 09:51:31 PM
    HOLY CRAP!

    I just animated two steps (literally, left foot forward and right foot forward) and it...

    It just did everything for me...

    EY, can I marry you?

    And I figured out the pinning thing (or at least I believe so)



    Okay, I got another question.

    How would I animate a forward translation?

    Would I do that after I import it into BBox or is there a good way to do it in Maya after I've already made a keyframe?
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    « Reply #43 on: April 28, 2014, 01:59:30 PM »


    How would I animate a forward translation?

    Would I do that after I import it into BBox or is there a good way to do it in Maya after I've already made a keyframe?
    you mean how to animate so it moves forward (with the TransN bone?)

    either editing directly with Maya on the TransN bone or remove all the Z translation and give it to TransN in brawlbox
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    « Reply #44 on: April 28, 2014, 02:50:02 PM »


    Yeah, the biggest problem I was having was that when I set a keyframe, that if I wanted to animate it forward, that I'd have to either animate every few frames forward, or to do it as I went through it.

    I guess I'll just give it TransN movement when I've put it in Brawlbox.

    Is there a way to only set keyframes to the rotations that are done? I tried the shift w (or e, was it?) and it didn't set the rotations.

    Post Merge: April 28, 2014, 07:11:41 PM
    Alright, a couple of problems:

    First, when I tried to go to Edit>Key>Bake Simulator

    I wasn't able to find the options for the Bake Simulator. Instead, it just ran through the animation itself without giving me any options to change.

    And also, when I tried to export it, I couldn't find "animExport" (which is what I believe is the setting in your export setting pic).

    I am using Maya 2014.
    « Last Edit: April 28, 2014, 07:11:41 PM by Tidus » Logged



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